TF2 Thread
#363
I hate having to quit on the last wave. We were so strong up to that point, damnit.
We really need to be better at collecting money, especially during the last wave. Ubers and crit boosts are mandatory for survival.
I think I have concluded that upgrading multiple weapons for one class is unpossible. Consumes to many funds and doesnt leave you with enough power in the end.
We really need to be better at collecting money, especially during the last wave. Ubers and crit boosts are mandatory for survival.
I think I have concluded that upgrading multiple weapons for one class is unpossible. Consumes to many funds and doesnt leave you with enough power in the end.
#366
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Dude, my mom's shoes haven't fit me since I was 11.
Er, I mean...
(crap.)
I'll be happy to come in as demo or engie on the next one. I'm partial to pyro on these maps where you get wave after wave of scouts and soldiers, as you can just light 'em up and let 'em burn on their own, but those last couple of waves definitely could have used some more lead in the air.
Er, I mean...
(crap.)
I'll be happy to come in as demo or engie on the next one. I'm partial to pyro on these maps where you get wave after wave of scouts and soldiers, as you can just light 'em up and let 'em burn on their own, but those last couple of waves definitely could have used some more lead in the air.
#368
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Yeah, that too.
Honestly, I think having a scout is kind of pointless when a pyro is present. Pyro can easily deal with snipers, and money pickup, *and* spychecking, making him a very versatile class. When his backburner is equipped and upgraded, he's also quite effective against the bigger bots once they've been separated from the hoard.
Honestly, I think having a scout is kind of pointless when a pyro is present. Pyro can easily deal with snipers, and money pickup, *and* spychecking, making him a very versatile class. When his backburner is equipped and upgraded, he's also quite effective against the bigger bots once they've been separated from the hoard.
#369
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Yeah, that too.
Honestly, I think having a scout is kind of pointless when a pyro is present. Pyro can easily deal with snipers, and money pickup, *and* spychecking, making him a very versatile class. When his backburner is equipped and upgraded, he's also quite effective against the bigger bots once they've been separated from the hoard.
Honestly, I think having a scout is kind of pointless when a pyro is present. Pyro can easily deal with snipers, and money pickup, *and* spychecking, making him a very versatile class. When his backburner is equipped and upgraded, he's also quite effective against the bigger bots once they've been separated from the hoard.
A properly upgraded and played Scout is woah for what it gives. The teams I've played on play a soldier in place of where we should have a scout due to the soldier's buff - but scout completely outclasses soldier in what they are able to bring to the group.
#370
Pyro sucks for picking up money, has to be a scout. Scouts pick up money at 2x the range as everyone else and have a magnetic effect. Scout needs to build extra *****, full damage resist, full heal over time, move speed and jump. All they do it run around getting money, killing snipers, marking and bonking.
2 heavy's > 2 eng but heaves need to go full damage res more then dps as a dead heavy is useless.
Pryo I see being a waste as they die way to fast. Again they need to have full damage res and put more damage into burn over time then up frount damage. Good if there is a spot to back blast bomb off.
I'm starting to think a medic might be better then a Eng and we might wont to try it once as I think the medic can get a multiple heal upgrade and heals heavies faster.
Demo is give and take as it depends on the person's ability to get the bombs down before medics. Maybe switch it out for a 2nd buff banner?
Example. Last night I have 1 blast res, 2 crit res, and 3 bullet res. Heaves and super heaves didn't kill me and only hit for 2-5hp per shot.
2 heavy's > 2 eng but heaves need to go full damage res more then dps as a dead heavy is useless.
Pryo I see being a waste as they die way to fast. Again they need to have full damage res and put more damage into burn over time then up frount damage. Good if there is a spot to back blast bomb off.
I'm starting to think a medic might be better then a Eng and we might wont to try it once as I think the medic can get a multiple heal upgrade and heals heavies faster.
Demo is give and take as it depends on the person's ability to get the bombs down before medics. Maybe switch it out for a 2nd buff banner?
Example. Last night I have 1 blast res, 2 crit res, and 3 bullet res. Heaves and super heaves didn't kill me and only hit for 2-5hp per shot.
#371
Joe. You gotta get more comfortable with the airblast. Sending the bomb into the canyon or down a chute is as good as money considering its one less thing to worry about for a good 5 minutes.
I agree with Jeff. I am curious what a medic could do in MVM. I will happily volunteer as that is the second class I play with most.
When we had Virant with a brass beast and myself with a Natasha it was almost impenetrable. I may have a brass beast for someone if they do not have.
I agree with Jeff. I am curious what a medic could do in MVM. I will happily volunteer as that is the second class I play with most.
When we had Virant with a brass beast and myself with a Natasha it was almost impenetrable. I may have a brass beast for someone if they do not have.
#372
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I agree with Jeff. I am curious what a medic could do in MVM. I will happily volunteer as that is the second class I play with most.
When we had Virant with a brass beast and myself with a Natasha it was almost impenetrable. I may have a brass beast for someone if they do not have.
#373
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Agreed- I've not been sufficiently aggressive with the airblast- not just in MvM but in the regular games as well. I definitely missed a couple of opportunities to displace the bomb, and I'd mostly been focused on trying to separate robomedics from their uber-targets.
Having a second engie would be beneficial, especially with the wrangler equipped from an area where he is out of range of the incoming army but has good visibility down the choke points. I'm not sure that having a medic on the team would justify the loss of firepower, however. Once the robots get sufficiently near spawn, I'm perfectly happy to charge face-first into death in order to make a save, and then immediately buy back into the game with minimal loss of time.
Having a second engie would be beneficial, especially with the wrangler equipped from an area where he is out of range of the incoming army but has good visibility down the choke points. I'm not sure that having a medic on the team would justify the loss of firepower, however. Once the robots get sufficiently near spawn, I'm perfectly happy to charge face-first into death in order to make a save, and then immediately buy back into the game with minimal loss of time.
#374
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Agreed- I've not been sufficiently aggressive with the airblast- not just in MvM but in the regular games as well. I definitely missed a couple of opportunities to displace the bomb, and I'd mostly been focused on trying to separate robomedics from their uber-targets.
Having a second engie would be beneficial, especially with the wrangler equipped from an area where he is out of range of the incoming army but has good visibility down the choke points. I'm not sure that having a medic on the team would justify the loss of firepower, however. Once the robots get sufficiently near spawn, I'm perfectly happy to charge face-first into death in order to make a save, and then immediately buy back into the game with minimal loss of time.
Having a second engie would be beneficial, especially with the wrangler equipped from an area where he is out of range of the incoming army but has good visibility down the choke points. I'm not sure that having a medic on the team would justify the loss of firepower, however. Once the robots get sufficiently near spawn, I'm perfectly happy to charge face-first into death in order to make a save, and then immediately buy back into the game with minimal loss of time.
#375
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The only thing about the engine that bothers me is his lack of mobility, especially in waves where you have multiple giant / uber enemies incoming. It's hard for him respond to changing battlefield conditions (eg: to move up to the front / fall back to spawn while under fire) as he's totally defenseless while carrying his sentry. And a single Sentry Buster essentially takes him offline for however long it takes to draw it out away from the dispenser, let it detonate, and then run back.
Engie is one of my favorite classes in maps like payload or CTF, where he can set up a nice little campsite and wait for disorganized enemies to wander into his line of fire one by one, but I haven't really mastered him in MvM yet.
Engie is one of my favorite classes in maps like payload or CTF, where he can set up a nice little campsite and wait for disorganized enemies to wander into his line of fire one by one, but I haven't really mastered him in MvM yet.
#376
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The only thing about the engine that bothers me is his lack of mobility, especially in waves where you have multiple giant / uber enemies incoming. It's hard for him respond to changing battlefield conditions (eg: to move up to the front / fall back to spawn while under fire) as he's totally defenseless while carrying his sentry.
Having the small fry off our backs while we take care of the nasty stuff is really, really nice.
And a single Sentry Buster essentially takes him offline for however long it takes to draw it out away from the dispenser, let it detonate, and then run back.
Engie is one of my favorite classes in maps like payload or CTF, where he can set up a nice little campsite and wait for disorganized enemies to wander into his line of fire one by one, but I haven't really mastered him in MvM yet.
#377
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I thought the Sentry Buster ignored disposable mini-sentries and only went for the big ones, no? Or do you just mean to leave it behind as a CYA while maneuvering.
I am the *CAMP MASTER* baby! I think my best is something like 30 sentry kills in a single life.
Heh. Yeah, I've seen you there.
#378
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I am the *CAMP MASTER* baby! I think my best is something like 30 sentry kills in a single life.
#379
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If the Engineer has a Sentry Gun and disposable Sentry Gun deployed, the Sentry Buster will go for the large Sentry Gun, even if the Mini-Sentry is doing more damage. If the Sentry Gun is destroyed before the Sentry Buster can reach it, the Sentry Buster will run to the spot where the Sentry used to be and detonate. (Source)
Yeah, the other team probably hates your guts :P
I don't typically spawn camp, but in CTF maps which lend themselves towards intel camping, I typically try to ally with one or two other engines and set up a sentry farm in or near the intel which allows us to perform complete area denial against incoming enemy. Even a cloaked spy is no match for three sentries in a triangulated array, with engines and dispensers handling sapper removal and repair. I'm perfectly happy to let the folks upstairs have the guts and glory trying to ****** the enemy intel so long as I can completely prevent the enemy from ever laying hands on ours.
Actually, I remember one match where we actually managed to plant a pair of sentries and a teleporter exit inside the enemy intel. That one had me laughing pretty hard.
#380
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Hmm. I was just going off of what the TF2 Wiki said in that regard:
If the Engineer has a Sentry Gun and disposable Sentry Gun deployed, the Sentry Buster will go for the large Sentry Gun, even if the Mini-Sentry is doing more damage. If the Sentry Gun is destroyed before the Sentry Buster can reach it, the Sentry Buster will run to the spot where the Sentry used to be and detonate. (Source)
Or at least it has every time I've gone engi.
Well, I can't imagine why.
I don't typically spawn camp, but in CTF maps which lend themselves towards intel camping, I typically try to ally with one or two other engines and set up a sentry farm in or near the intel which allows us to perform complete area denial against incoming enemy. Even a cloaked spy is no match for three sentries in a triangulated array, with engines and dispensers handling sapper removal and repair. I'm perfectly happy to let the folks upstairs have the guts and glory trying to ****** the enemy intel so long as I can completely prevent the enemy from ever laying hands on ours.
Actually, I remember one match where we actually managed to plant a pair of sentries and a teleporter exit inside the enemy intel. That one had me laughing pretty hard.
I don't typically spawn camp, but in CTF maps which lend themselves towards intel camping, I typically try to ally with one or two other engines and set up a sentry farm in or near the intel which allows us to perform complete area denial against incoming enemy. Even a cloaked spy is no match for three sentries in a triangulated array, with engines and dispensers handling sapper removal and repair. I'm perfectly happy to let the folks upstairs have the guts and glory trying to ****** the enemy intel so long as I can completely prevent the enemy from ever laying hands on ours.
Actually, I remember one match where we actually managed to plant a pair of sentries and a teleporter exit inside the enemy intel. That one had me laughing pretty hard.